Awesome 3d Game Development: No Programming Required (Charles River Media Game Development)
Chapter 3: Basic Building Blocks of a Game
- Figure 3.1 A square is 2D, while a cube is 3D.
- Figure 3.2 The Cartesian Coordinate System. The x-axis, y-axis, and z-axis.
- Figure 3.3 A cube and the x,y,z value of its location in space.
- Figure 3.4 Another cube in a different x,y,z position.
- Figure 3.5 A pixel is the smallest unit of a computer image—simply colored dots.
- Figure 3.6 Here is an area of the fish image before enlarging.
- Figure 3.7 Here is the same area enlarged with pixels interpolated.
- Figure 3.8 Here is the Windows Desktop at 640 x 480 dots per inch.
- Figure 3.9 Here is the Windows Desktop at 800 x 600 dots per inch.
- Figure 3.10 Here is the Windows Desktop at 1024 x 768 dots per inch.
- Figure 3.11 Here is an image created at 320 x 200 dots per inch.
- Figure 3.12 Here is the same image displayed in 640 x 480 mode.
- Figure 3.13 This is the RGB color palette for black.
- Figure 3.14 This is the RGB color palette for white.
- Figure 3.15 This is the RGB color palette for red.
- Figure 3.16 This is the RGB color palette for yellow.
- Figure 3.17 This is the RGB color palette for orange.
- Figure 3.18 This is an image in 16 colors.
- Figure 3.19 This is an image in 256 colors.
- Figure 3.20 This is an image in thousands of colors.
- Figure 3.21 This is an image in millions of colors.
- Figure 3.22 A 256-color palette. You can see only shades of gray here, but those squares are 256 different colors.
- Figure 3.23 This is a 256-color image.
- Figure 3.24 This is the same image after changing the palette colors. The computer sees the number, not the color.
- Figure 3.25 Cutting and copying sections of an image. Note: Copying does not affect the image.
- Figure 3.26 Pasting a section of an image.
- Figure 3.27 Skewing an image.
- Figure 3.28 Rotating an image.
- Figure 3.29 A smaller image blown up; pixel rip.
- Figure 3.30 An image reduced.
- Figure 3.31 The same image enlarged to its original size. Notice what this has done.
- Figure 3.32 Cropping an image. The crop outline.
- Figure 3.33 The image cropped. Everything outside the crop outline is now gone.
- Figure 3.34 The image.
- Figure 3.35 The image flipped horizontally.
- Figure 3.36 The image flipped vertically.
- Figure 3.37 A sprite image. Notice the solid part surrounding the image.
- Figure 3.38 A sprite image in a game. Notice that the solid part is not displayed. You can see the background.
- Figure 3.39 A series of sprite images for a game animation.
- Figure 3.40 A series of sprite images for a spinning logo.
- Figure 3.41 An image of a ghost.
- Figure 3.42 The mask for the ghost image.
- Figure 3.43 The mask and image combined in a scene.
- Figure 3.44 The masked ghost image with opacity set at 50%.
- Figure 3.45 A close-up detail of the ghost image.
- Figure 3.46 This image has no anti-aliasing.
- Figure 3.47 This image has anti-aliasing.
- Figure 3.48 Here is a close-up of both of the images’ edges.
- Figure 3.49 This 640 x 480 image is in the BMP format. It is 900 KB.
- Figure 3.50 This 640 x 480 image is a compressed JPEG and is only 40 KB.
- Figure 3.51 Here is a close-up of the same area of both images.
Chapter 5: Elements of the Design Document
- Figure 5.1: A level with a map.
- Figure 5.2: A rough sketch of a raptor.
- Figure 5.3: The raptor with some color.
- Figure 5.4: A 3D rendering of the raptor.
- Figure 5.5: List of weapons and damages.
- Figure 5.6: A fictitious racing game opening screen.
- Figure 5.7: A user interface example.
- Figure 5.8: Basic parts of a game proposal.
- Figure 5.9: Example from PCData showing market sales for February 2001.
Chapter 6: What Programming Language or Tools Should You Use?
- Figure 6.1: The Visual C++ IDE is an advantage for developers.
- Figure 6.2: The VB IDE is easy for beginners to pick up.
- Figure 6.3: The level editor that ships with 3D Game Studio.
Chapter 7: Introduction to Multimedia Fusion
- Figure 7.1: The opening screen for extracting the files.
- Figure 7.2: An overview of the installation process is displayed.
- Figure 7.3: The default extraction folder is displayed.
- Figure 7.4: Verify the location before clicking Next.
- Figure 7.5: The files are being extracted.
- Figure 7.6: The last step in our extraction is complete.
- Figure 7.7: The first step in the installation.
- Figure 7.8: A license agreement is displayed.
- Figure 7.9: Your user information can be entered.
- Figure 7.10: Verify the information you entered.
- Figure 7.11: Typical and Custom options are available.
- Figure 7.12: The destination folder can be changed.
- Figure 7.13: The shortcut folder can be changed.
- Figure 7.14: Verify your selections and then click Install.
- Figure 7.15: Files are being copied.
- Figure 7.16: The installation is nearly finished.
- Figure 7.17: Our install is complete.
- Figure 7.18: The computer needs to be rebooted.
Chapter 8: Multimedia Fusion Editors
- Figure 8.1: Demo information is displayed on startup.
- Figure 8.2: Tip of the Day window.
- Figure 8.3: The main interface.
- Figure 8.4: We have gained a considerable amount of space by closing the window.
- Figure 8.5: Creating a new application.
- Figure 8.6: Choose Application from this window.
- Figure 8.7: The interface has changed.
- Figure 8.8: The Storyboard Editor.
- Figure 8.9: The Frame Editor.
- Figure 8.10: The Event Editor.
Chapter 9: Our First Game in MMF
- Figure 9.1: The Frame Editor is opened.
- Figure 9.2: The Insert menu allows us to insert objects.
- Figure 9.3: Insert an existing object is displayed
- Figure 9.4: The bat is now visible in the frame.
- Figure 9.5: Your frame should now look like this.
- Figure 9.6: Position the bat using this figure as a reference.
- Figure 9.7: The ball has been placed.
- Figure 9.8: We also need a brick to destroy.
- Figure 9.9: The brick in the upper left.
- Figure 9.10: The Duplicate Object window.
- Figure 9.11: Your screen now looks like this.
- Figure 9.12: The first step in creating a new movement.
- Figure 9.13: Choose Move allows us to set up the type of movement for our object.
- Figure 9.14: The Ball movement setup window has specific options for ball movements.
- Figure 9.15: The Eight directions movement setup screen.
- Figure 9.16: The Direction tab with default options.
- Figure 9.17: Left and right should be the only options selected.
- Figure 9.18: Deselect all directions.
- Figure 9.19: The icon is one way to open the editor.
- Figure 9.20: The New Condition window.
- Figure 9.21: The pop-up menu as displayed.
- Figure 9.22: The test a collision window.
- Figure 9.23: The event has been created.
- Figure 9.24: The brick column.
- Figure 9.25: A check mark is now visible.
- Figure 9.26: The brick is replaced by the bat in this event.
- Figure 9.27: The ball will now bounce.
- Figure 9.28: The pop-up menu has many options.
- Figure 9.29: Test position of “Ball 1”window.
- Figure 9.30: The new entry in the Event Editor.
- Figure 9.31: The game is running.
- Figure 9.32: Because we are using a demo version, you may see this screen.
Chapter 10: Finishing Touches for Our First Game
- Figure 10.1: The Event Editor in MMF.
- Figure 10.2: Creating a new condition.
- Figure 10.3: A pop-up menu is displayed.
- Figure 10.4: A Start of Frame event is now shown.
- Figure 10.5: The menu allows us to pick various options.
- Figure 10.6: The Play and Loop Music window.
- Figure 10.7: We set how many times the music loops in this window.
- Figure 10.8: Choose Set Number of Lives from the pop-up menu.
- Figure 10.9: The Add to Number of Lives window.
- Figure 10.10: Adding to the score.
- Figure 10.11: Increasing our score by 100.
- Figure 10.12: The pop-up menu allows us to choose Play Sample.
- Figure 10.13: The first step in subtracting a life.
- Figure 10.14: We can choose the number of lives we would like to subtract.
- Figure 10.15: The Select Position window.
- Figure 10.16: The ball is traveling to the right by default.
- Figure 10.17: We need to set the directions.
- Figure 10.18: Choose Insert an object.
- Figure 10.19 The Create new object window.
- Figure 10.20: Position the + in the correct location.
- Figure 10.21: You can close this window.
- Figure 10.22: The score is now displayed in the frame.
- Figure 10.23: The Lives Setup window.
- Figure 10.24: Position your cursor on the opposite side of the screen.
Chapter 11: Introduction to Music and Sound Effects
- Figure 11.1: The installation program begins with this screen.
- Figure 11.2: Continue the installation by clicking the Next button.
- Figure 11.3: Registration information that will be used by ACID.
- Figure 11.4: Click Next after changing the installation directory.
- Figure 11.5: Your Ready to Install window should look similar to this.
- Figure 11.6: A window similar to this will be displayed when the files are copied to the installation directory.
- Figure 11.7: The final step in the installation process.
- Figure 11.8: If you don’t have a serial number, you should click on the Next button.
- Figure 11.9: Unless you have a serial number, we’ll set up ACID as ACID XPress.
- Figure 11.10: The ACID interface is displayed.
- Figure 11.11: The interface offers standard Windows menu bars.
- Figure 11.12: The interface with labels.
- Figure 11.13: The Media Explorer works similarly to Windows Explorer.
- Figure 11.14: The Track View is the space where you will draw events on each track.
- Figure 11.15: Close-up of the Beat Ruler.
- Figure 11.16: Right-clicking the Time Ruler changes the format.
- Figure 11.17: The zoom controls give you control over the entire area.
- Figure 11.18: The Track List gives you control over each of the tracks.
- Figure 11.19: The volume controls how loud a track is in a mix.
- Figure 11.20: The highlighted line indicates the new position for a track.
- Figure 11.21: The track is being renamed within the project.
- Figure 11.22: The Properties tab offers several options to modify behaviors.
- Figure 11.23: The Properties tab is one of the most powerful features offered in ACID.
Chapter 12: Adobe’s Audition
- Figure 12.1: The installation program begins with this screen.
- Figure 12.2: Click Next after selecting an installation directory.
- Figure 12.3: The license agreement.
- Figure 12.4: You can set your name and company name.
- Figure 12.5: The destination can be set.
- Figure 12.6: Setting up default file associations.
- Figure 12.7: The files will soon be copied to your computer.
- Figure 12.8: The files are now being copied.
- Figure 12.9: The last step in the setup process.
- Figure 12.10: A warning is displayed that details the trial version options.
- Figure 12.11: The interface offers standard Windows menu bars.
- Figure 12.12: The areas of Audition’s interface are clearly marked here.
- Figure 12.13: The toolbars contain shortcuts to common functions.
- Figure 12.14: The Display Range Bar indicates the part of the waveform currently in view.
- Figure 12.15: Audition’s Amplitude Ruler measures the relative amount of audio data.
- Figure 12.16: The Waveform Display area is where you view the audio materials.
- Figure 12.17: These fields display various time elements related to the current waveform.
- Figure 12.18: Level Meters are used to monitor the volume of incoming and outgoing sounds.
- Figure 12.19: The Time window displays the current cursor position.
- Figure 12.20: The Status Bar displays various information related to the file.
- Figure 12.21: The Transport toolbar is the control center for rewind, stop, play, and so on.
- Figure 12.22: The zoom buttons allow you to alter the vertical scale or get more or less detail.
Chapter 13: Creating Music and Sound Effects
- Figure 13.1: A blank project in ACID.
- Figure 13.2: The Project Properties window.
- Figure 13.3: The project with a single loop added to it.
- Figure 13.4: The Time Ruler with a time of approximately 21 seconds.
- Figure 13.5: The first entry in the grid.
- Figure 13.6: The finished project.
- Figure 13.7: The layout of a typical sound card.
- Figure 13.8: Sound cards often have labels.
- Figure 13.9: The mixer panel allows you to choose options related to the sound card.
- Figure 13.10: Line In with the correct settings.
- Figure 13.11: Audition displaying the recorded sample.
- Figure 13.12: The newly pasted area.
- Figure 13.13: After the envelope has been applied.
- Figure 13.14: The final version of the WAV file.
Chapter 14: Introduction to MilkShape 3D
- Figure 14.1: The installation program begins with this screen.
- Figure 14.2: You should set the appropriate installation directory for MilkShape.
- Figure 14.3: Clicking Start copies files to the hard drive.
- Figure 14.4: This is the final step in the installation process.
- Figure 14.5: Make sure the system date and time are accurate before you click Yes.
- Figure 14.6: The standard MilkShape 3D interface.
- Figure 14.7: You have many options available for the individual view windows.
- Figure 14.8: The viewports can be changed to your liking.
- Figure 14.9: Viewports in standard four-window setup.
- Figure 14.10: The viewports with three windows: two on the left and one on the right.
- Figure 14.11: The viewports with three windows: one on the left and two on the right.
- Figure 14.12: Displaying captions in the viewports can be a big timesaver.
- Figure 14.13: The primitives are used to construct models.
- Figure 14.14: A sample sphere displayed in a four-window viewport.
- Figure 14.15: The geo-sphere is smooth, compared to a standard sphere.
- Figure 14.16: Boxes are drawn in a similar manner as the spheres.
- Figure 14.17: Depending on the viewport, a cylinder may look like a circle or a rectangle.
- Figure 14.18: Mesh editing tools are available in the Model tab.
- Figure 14.19: The selection box allows you to select multiple faces or vertices at a single time.
- Figure 14.20: The faces or vertices that are selected will be red to distinguish them from the others.
- Figure 14.21: The faces have been moved –3 in all directions using the input boxes.
- Figure 14.22: MilkShape’s Origin option.
- Figure 14.23: A triangular face that has been extruded.
- Figure 14.24: Creating joints and bones in MilkShape is a very easy process.
- Figure 14.25: MilkShape has a standard Windows menu.
- Figure 14.26: A square with two faces selected.
- Figure 14.27: The edge between two faces has been turned.
Chapter 15: Introduction to Paint Shop Pro
- Figure 15.1 The installation program begins with this screen.
- Figure 15.2 Click Next at this window to continue the installation.
- Figure 15.3 You need to accept the license agreement before you can continue.
- Figure 15.4 Choose a Complete installation from this window.
- Figure 15.5 This is the final step in the installation process.
- Figure 15.6 Clicking Finish in the next panel ends the installation process.
- Figure 15.7 This window allows you to purchase Paint Shop Pro or use it in trial mode for 30 days.
- Figure 15.8 You can select certain files to be associated with Paint Shop Pro.
- Figure 15.9 Paint Shop Pro has an interface very similar to most Windows applications.
- Figure 15.10 The Paint Shop Pro interface with everything labeled.
- Figure 15.11 The Tool Palette contains a variety of drawing, painting, and retouching tools.
- Figure 15.12 Painting freehand with the mouse.
- Figure 15.13 The airbrush works similarly to the standard paintbrush.
- Figure 15.14 Some of the picture tubes in Paint Shop Pro.
- Figure 15.15 You can quickly create entire scenes with picture tubes.
- Figure 15.16 The Layer Palette allows you to quickly view layer information.
- Figure 15.17 Vector and raster layers are distinguishable in the Layer Palette.
Chapter 16: Simulating 3D with MMF
- Figure 16.1: The Create New Object window.
- Figure 16.2: A cross hair will replace the standard mouse pointer.
- Figure 16.3: The 3D Object Editor is displayed.
- Figure 16.4: We are interested in the button that looks like a filmstrip.
- Figure 16.5: The standard dialog box is displayed.
- Figure 16.6:
- Figure 16.7: Click the Preview Animation button to open the 3D Object Preview window.
- Figure 16.8: The 3D Object Preview window provides a variety of options.
- Figure 16.9: We’re choosing blue as a color from the available options.
- Figure 16.10: A dialog box is displayed, prompting to save the 3D object.
- Figure 16.11: The Frame Editor is displayed, showcasing the changes we made to the object.
- Figure 16.12: A new condition is being created.
- Figure 16.13: The default settings are OK.
- Figure 16.14: Our 3D Sprite is the only object available from the window.
- Figure 16.15: The Set Z Position window with the Expression Editor.
- Figure 16.16: A New Action window is opened.
- Figure 16.17: Our final expression.
- Figure 16.18: An example of the power of Mode 7.
- Figure 16.19: Largest view of object.
- Figure 16.20: Getting smaller.
- Figure 16.21: Smallest view of object.
Chapter 17: Drawing Graphics for Duck Blast in Paint Shop Pro
- Figure 17.1: These are the correct settings for the new image.
- Figure 17.2: Choose Preset Shapes from the toolbar.
- Figure 17.3: The triangle shape needs to be selected.
- Figure 17.4: We do not want this to be a vector.
- Figure 17.5: Position it near the middle of the screen.
- Figure 17.6: Draw the triangle using this image as a guide.
- Figure 17.7: Draw uneven triangles.
- Figure 17.8: Select the Magic Wand tool.
- Figure 17.9: The selection box is visible.
- Figure 17.10: The Flood Fill tool is selected next.
- Figure 17.11: Choose a solid style.
- Figure 17.12: Change the color to a shade for a blue sky.
- Figure 17.13: Flood fill the selection box.
- Figure 17.14: Invert from the menu.
- Figure 17.15: Change the color to green.
- Figure 17.16: We need to use the selection tool.
- Figure 17.17: Position the cursor using this as an approximate guide.
- Figure 17.18: Click and drag to create the selection.
- Figure 17.19: Change the color to a darker shade of blue.
- Figure 17.20: Create a new layer for our image.
- Figure 17.21: The default properties are OK.
- Figure 17.22: You can verify the existence of the new layer.
- Figure 17.23: Draw a series of ellipses.
- Figure 17.24: Select the ellipses with the Magic Wand.
- Figure 17.27: We need to expand the selection.
- Figure 17.25: We need to invert our selection.
- Figure 17.26: The outside of the entire cloud is now selected.
- Figure 17.28: We’ll use 5 pixels for our width.
- Figure 17.29: Fill with white.
- Figure 17.30: Position the cloud with the Mover tool.
- Figure 17.31: This would be an approximate location.
- Figure 17.32: We’ll create another cloud.
- Figure 17.33: Fill the cloud again with white.
- Figure 17.34: A reminder will appear whenever you save an image outside the default PSP file format.
- Figure 17.35: Contract the selection to make it smaller.
- Figure 17.36: We’ll use a value of 10 pixels.
- Figure 17.37: Choose Copy to place a copy of the cloud on the Clipboard.
- Figure 17.38: Paste as a new image.
- Figure 17.39: The new image looks like this.
- Figure 17.40: You can increase or decrease the image.
- Figure 17.41: The Canvas Size window.
- Figure 17.42: Make the image larger.
- Figure 17.43: We are going to rotate the cloud.
- Figure 17.44: The Rotate window.
- Figure 17.45: We’ll rotate with a few options.
- Figure 17.46: We’re going to create another cloud.
- Figure 17.47: The Resize window.
- Figure 17.48: We’ll make the cloud smaller.
- Figure 17.49: We need to zoom in.
- Figure 17.50: The Zoom command is located in the View menu.
- Figure 17.51: We now have a much better picture of the image.
- Figure 17.52: Draw two ellipses.
- Figure 17.53: The Magic Wand selects the outside of the ellipses.
- Figure 17.54: Invert the selection.
- Figure 17.55: Flood fill with yellow.
- Figure 17.56: Invert the selection again.
- Figure 17.57: Choose the Paintbrush tool.
- Figure 17.58: Set a hardness of 1.
- Figure 17.59: Select the color orange to draw the beak.
- Figure 17.60: The next step is to draw an eye.
- Figure 17.61: Draw a rectangle along the bottom.
- Figure 17.62: Remove all the yellow along the bottom.
Chapter 18: 3D Models for Duck blast
- Figure 18.1: Create a sphere.
- Figure 18.2: Create a larger sphere.
- Figure 18.3: Scale the second sphere.
- Figure 18.4: Create another small sphere.
- Figure 18.5: Scale the sphere.
- Figure 18.6: Position the sphere.
- Figure 18.7: Duplicate the item.
- Figure 18.8: Move the newly duplicated item.
- Figure 18.9: Rotate the lower beak of the model.
- Figure 18.10: Select the upper beak and rotate.
- Figure 18.11: Select the faces at the bottom of the duck.
- Figure 18.12: Edit the vertex.
- Figure 18.13: Lithunwrap can be opened.
- Figure 18.14: Locate the duck model.
- Figure 18.15: Choose Name in the Select menu.
- Figure 18.16: The window is displayed.
- Figure 18.17: Click OK to continue.
- Figure 18.18: We need to modify the materials.
- Figure 18.19: Click the Add button.
- Figure 18.20: The name appears in the window.
- Figure 18.21: This window appears.
- Figure 18.22: The first step in saving the UVMap.
- Figure 18.23: Type the name for the skin.
- Figure 18.24: Modify the material.
- Figure 18.25: Choose the skin properties.
- Figure 18.26: Choose Bitmap from the drop-down.
- Figure 18.27: The Diffuse Map Properties window.
- Figure 18.28: Locate the skin we exported.
- Figure 18.29: We can see the exported image.
- Figure 18.30: Open the exported image.
- Figure 18.31: Paint the body yellow.
- Figure 18.32: The beak needs to be orange.
- Figure 18.33: Properties needs to be selected from the Layers menu.
- Figure 18.34: The layer opacity needs to be set.
- Figure 18.35: We can see through the layer.
- Figure 18.36: Draw the blue eye.
- Figure 18.37: Change Opacity to 100%.
- Figure 18.38: The eye is now visible.
- Figure 18.39: Open the model.
- Figure 18.40: Preview the model to see the skin.
- Figure 18.41: Choose Textured from the pop-up menu.
- Figure 18.42: Take a screenshot.
- Figure 18.43: Save the file.
- Figure 18.44: Use a value of –45.
- Figure 18.45: Rotate the duck 90 degrees.
Chapter 19: Finishing Duck Blast 3D
- Figure 19.1: A new icon is visible at the insertion point.
- Figure 19.2: The file is imported.
- Figure 19.3: Your screen now looks like this.
- Figure 19.4: You will be asked if you want to save the changes.
- Figure 19.5: We have successfully imported the file.
- Figure 19.6: Choose horizontal center.
- Figure 19.7: Choose vertical center.
- Figure 19.8: The backdrop is now aligned.
- Figure 19.9: The Animation Editor is opened.
- Figure 19.10: The image is opened.
- Figure 19.11: The Transparent Color option.
- Figure 19.12: The duck is left by itself.
- Figure 19.13: Animation Editor with changes.
- Figure 19.14: Insert a New Animation is displayed.
- Figure 19.15: The Insert New Animation window.
- Figure 19.16: Insert New Direction is available as a pop-up menu.
- Figure 19.17: The Insert New Direction window.
- Figure 19.18: A frame was created by MMF.
- Figure 19.19: Click the right direction.
- Figure 19.20: Insert New Direction options.
- Figure 19.21: Make a copy of the existing direction.
- Figure 19.22: The Insert Animation button.
- Figure 19.23: The Insert Animation window.
- Figure 19.24: Morphing processor in action.
- Figure 19.25: You’ll need to find and click this button.
- Figure 19.26: Final results are displayed.
- Figure 19.27: The duck is visible in the frame.
- Figure 19.28: The duck is on the right side of the frame.
- Figure 19.29: The pop-up menu has various properties.).
- Figure 19.30: The Choose Move window is displayed.
- Figure 19.31: Ball movement options are visible.
- Figure 19.32: Change the speed for the object.
- Figure 19.33: The initial direction of the object can be set to any of the available options.
- Figure 19.34: Left arrow should be the only direction that is selected.
- Figure 19.35: Choose the Hot Spot tool.
- Figure 19.36: You can see the hot spot in the frame.
- Figure 19.37: The Clone Object window.
- Figure 19.38: Create a clone of the object.
- Figure 19.39: The upper-left handle will allow us to resize the duck.
- Figure 19.40: The duck should be half its original size.
- Figure 19.41: Clone the original duck.
- Figure 19.42: The Test Position window.
- Figure 19.43: You can see the arrow that needs to be selected.
- Figure 19.44: The new event has been created.
- Figure 19.45: You can repeat the steps for every duck.
- Figure 19.46: The eraser can be selected.
- Figure 19.47: The Continuous Brush tool.
- Figure 19.48: There are many colors available.
- Figure 19.49: A toolbar is available for the tool.
- Figure 19.50: One of the options is the brush size.
- Figure 19.51: The Set X Coordinate window is displayed with the Expression Editor.
- Figure 19.52: XMouse has been entered as the expression.
- Figure 19.53: The User Clicks On an Object window.
- Figure 19.54: Position the cursor near the duck.
- Figure 19.55: The DirectShow options.
- Figure 19.56: We need to choose Play Sample.
Chapter 20: Introduction to the 3D Gamemaker
- Figure 20.1: The opening screen for installation.
- Figure 20.2: The install area is highlighted.
- Figure 20.3: The Install Wizard walks you through the steps.
- Figure 20.4: 3D Gamemaker’s license agreement.
- Figure 20.5: You can choose the Typical Installation.
- Figure 20.6: You need to choose an installation directory.
- Figure 20.7: Choose a program group or leave the default setting.
- Figure 20.8: Review your settings and then click Next.
- Figure 20.9: The files are being copied to your computer.
- Figure 20.10: You can decide if you would like an icon on your desktop.
- Figure 20.11: The final step in the installation.
Chapter 21: Creating a Game with the 3D Gamemaker
- Figure 21.1: 3D Gamemaker allows you to choose Standard or Beginner operation.
- Figure 21.2: Choose Make Game from the menu.
- Figure 21.3: 3D Gamemaker comes with several default types of games.
- Figure 21.4: You can select from any of the prebuilt environments.
- Figure 21.5: We’ll control a tank in the game.
- Figure 21.6: The Frag Bomb being selected.
- Figure 21.7: The available enemies.
- Figure 21.8: Available bullets in the 3D Gamemaker.
- Figure 21.9: The Debris obstacle for the level.
- Figure 21.10: Dark Tank is the end of level boss.
- Figure 21.11: You can add energy pick-ups to the game.
- Figure 21.12: The various game settings.
- Figure 21.13: The game objectives.
- Figure 21.14: The difficulty settings for the game.
- Figure 21.15: The options for 1/2 Player mode.
- Figure 21.16: The Game Volumes can be changed.
- Figure 21.17: The various fonts that can be used by the 3D Gamemaker.
- Figure 21.18: The Game Appearance options.
- Figure 21.19: An Opening Screen can be changed.
- Figure 21.20: The Hiscore screen can be set up in many ways.
- Figure 21.21: Choose Save Game from the menu.
- Figure 21.22: The Save a Game menu.
- Figure 21.23: Click Play Game to start the game.
- Figure 21.24: The opening screen of our game.
- Figure 21.25: The game is being loaded.
- Figure 21.26: Our level is displayed.
- Figure 21.27: Encountering the first enemy.
- Figure 21.28: The end of level boss.
Chapter 22: Silly Adventure
- Figure 22.1: Your screen should appear similar to this.
- Figure 22.2: The level we have picked is displayed immediately.
- Figure 22.3: Players that are available in the category.
- Figure 22.4: Characters specific to the Jungle category.
- Figure 22.5: The tomato is selected.
- Figure 22.6: The selection we have made is visible.
- Figure 22.7: Chick has been selected.
- Figure 22.8: Boulders are added to the project.
- Figure 22.9: The rabbit as displayed in T3DGM.
- Figure 22.10: The game settings.
- Figure 22.11: The last icon is selected.
- Figure 22.12: Give the game the name Silly Adventure.
- Figure 22.13: The opening screen for our game.
- Figure 22.14: The game is loading.
- Figure 22.15: Actual game play is started.
- Figure 22.16: The main character encounters the first enemy.
- Figure 22.17: Nearing the end but running into the blue bunny.
- Figure 22.18: Our game has ended.
Chapter 23: Space War
- Figure 23.1: T3DGM at startup.
- Figure 23.2: Our level is displayed automatically.
- Figure 23.3: The main character’s animation playing in T3DGM.
- Figure 23.4: The ammunition for our player.
- Figure 23.5: Our first enemy.
- Figure 23.6: The second choice.
- Figure 23.7: A final selection.
- Figure 23.8: The enemies will all fire the same bullet.
- Figure 23.9: Asteroid obstacles appear in the level.
- Figure 23.10: Our end of level boss.
- Figure 23.11: Game settings are available.
- Figure 23.12: The final icon.
- Figure 23.13: Give the project the name space war.
- Figure 23.14: The game at opening.
- Figure 23.15: Avoiding asteroids in the level.
- Figure 23.16: An enemy appears at the horizon.
Chapter 24: Custom 3D Models in T3DGM
- Figure 24.1: The model as it appears in T3DGM.
- Figure 24.2: The first set of options.
- Figure 24.3: A new set of options.
- Figure 24.4: Our third set of options.
- Figure 24.5: The fourth level of options.
- Figure 24.6: We have finally reached the last level.
- Figure 24.7: X is now smaller.
- Figure 24.8: Several types of wheels are available for our car.
- Figure 24.9: The wheels have been changed.
- Figure 24.10: The vehicle appears to be raised.
- Figure 24.11: This will be displayed when you open the file.
- Figure 24.12: The file is displayed.
- Figure 24.13: Everything is selected with the exception of the wheels.
- Figure 24.14: The PSP Color Adjustment window.
- Figure 24.15: The sliders are adjusted appropriately.
- Figure 24.16: The options for loading a texture.
- Figure 24.17: The Texture Select screen.
- Figure 24.18: Click Your Own Bitmap.
- Figure 24.19: Browse to the location of the texture.
- Figure 24.20: Our texture is loaded.
- Figure 24.21: Resize the selection box.
- Figure 24.22: Click the Get Texture button.
- Figure 24.23: Click the Finish button.
- Figure 24.24: Click the Update button to see the change.
Chapter 25: Building Custom 3D Levels
- Figure 25.1: T3DGM at startup.
- Figure 25.2: A new set of options.
- Figure 25.3: The Scene Editor.
- Figure 25.4: Placing the tile.
- Figure 25.5: Rotating the tiles 90 degrees.
- Figure 25.6: The letters S, B, and E are extremely important for our levels.tegories from our previous projects that used the built-in levels.
- Figure 25.7: An example of a level.
- Figure 25.8: View the level in 3D.
- Figure 25.9: Enter a filename for the level.
- Figure 25.10: The playing surface was adjusted to the right.
- Figure 25.11: Contrasting styles may appear out of place.
- Figure 25.12: Built-in level from T3DGM.
- Figure 25.13: A custom level.
- Figure 25.14: Variations in height, such as this, are not available in a custom level.
Chapter 26: Tomb Raiding x 2
- Figure 26.1: This is a reference for you to use to make your own scene.
- Figure 26.2: The custom design is visible.
- Figure 26.3: The crossbow is our selection.
- Figure 26.4: Choose Quarrel for a weapon.
- Figure 26.5: Our enemy is the Goblin Scout.
- Figure 26.6: Choose the Forest Troll.
- Figure 26.7: Run the final project.
- Figure 26.8: Choose Caverns01 from the list.
- Figure 26.9: Testing the game.
Chapter 27: Introduction to Reality Factory
- Figure 27.1: Start the installation.
- Figure 27.2: Choose Next.
- Figure 27.3: Continuing the installation.
- Figure 27.4: Click Yes on the next screen.
- Figure 27.5: Click the Start button.
- Figure 27.6: Files are being copied.
- Figure 27.7: The configurator needs to be selected.
- Figure 27.8: The next step.
- Figure 27.9: Click the OK button.
- Figure 27.10: The new window can be seen.
- Figure 27.11: WinRar options for extraction.
- Figure 27.12: The Video Setup window with settings.
Chapter 28: Getting Started with Reality Factory
- Figure 28.1: The Level Editor in Reality Factory.
- Figure 28.2: The Level Options window.
- Figure 28.3: The default cube added to the editor.
- Figure 28.4: The Customize Template button is available on the right.
- Figure 28.5: Resize the cube similarly.
- Figure 28.6: Resize the brush.
- Figure 28.7: The grids are both visible.
- Figure 28.8: Our level is nearly finished.
- Figure 28.9: The brushes are cloned.
- Figure 28.10:
- Figure 28.11: The final level.
- Figure 28.12: First-person view.
- Figure 28.13: Third-person view.
- Figure 28.14: Diablo-style view.
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